k1z (@k1zcodes) header
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fullstack engineer • prev @helius @arcanamarkets • member @superteamjapan typescript by day, C#/C++ by night 👾

Joined November 2019
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UnrealFest Tokyo 2026 - Day 1
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just shipped PULSELINE, built with @threejs + opus a high-speed platformer roguelite where you flip the whole world between two realities mid-jump, without losing speed 3 sectors, 44 circuits, different every run. free in your browser wavedash.com/games/pulseline
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Never in my wildest dreams did I imagine being able to write fully playables games in Typescript 😂
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I'll be attending Unreal Fest Tokyo 2026! 👾 Any devs who want to sync up and discuss what they're working on send me a DM ✊ More info here: unrealengine.com/events/unre…
Unreal Fest Tokyo 2026は11月3日(火・祝)・4日(水)に東京・有明で開催! 本日より来場者登録を開始し、11月4日開催の「Unreal Fest Closing Party」公式パーティーチケットも販売スタート! さらに、今年も全国のサテライト会場向けライブ配信を実施します。首都圏外のコミュニティの皆さんも、ぜひ一緒にUnreal Festの熱気を楽しみましょう! 詳しくはこちら: unrealengine.com/events/unre…
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Spent the weekend dissecting the UE 5.8 docs and building a toolkit for the upcoming Epic MegaJam. Tested the workflow on a basic Fall Guys-style prototype and I’m pretty happy with the results. It pairs a curated knowledge base with scripts that generate assets, clean them up in Blender and bring them into Unreal, so an agent can build most of a prototype hands-on in the editor. Still plenty of room for improvement, but it’s been a lot of fun pushing how fast I can get from idea to playable prototype.
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k1z retweeted
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The Epic AI MegaJam kicks off in a couple weeks (Nov 12–15). Some of the details: - $65k total prize pool - Specialized categories for solo devs, teams, visuals, mobile games, and more - Chance to secure up to $50k in development funding - 4 days to build a playable game - Up to 5 developers and unlimited AI agents Anyone else planning to enter? itch.io/jam/2026-epic-ai-meg…
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東京在住で、今回のMegaJamに一緒に参加してみたい方がいたら、ぜひ気軽に声かけてください! 一緒にチームを組んでゲームを作れたら面白そうだなと思ってます。 興味ある方はDMでも大歓迎です!
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Rebuilt my neighborhood in Flatbush, Auckland as a drift game. All real data using LINZ lidar + openstreetmap for terrain/buildings/roads etc Mostly just three.js + rapier and a bit of headless blender for touching up models/textures. Added local radio station @GeorgeFM for max vibes
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k1z retweeted
Alpenglow is live on mainnet-beta ⛰️ 🎉 Solana’s new consensus protocol: finality reduced from 12.8 seconds to 150 milliseconds, built by Anza. Why this is important 🧵
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Is it finally time? 👀
.@jacobvcreech remove the beta tag in the explorer
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k1z retweeted
We are excited to announce the experimental release of the UI Toolkit Connector for Figma (com.unity.ui.figma 0.1.0-exp.1) 🎨✨ Bridge the gap between Figma and the Unity Editor: turn Figma frames into real, editable UXML and sync the updates you choose back. 🔗 Check out the setup guide and join the conversation in our Discussions thread: on.unity.com/FigmaUIToolkit_…
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The year is 1997, I'm playing the new Castlevania game and looking forward to Ocarina of Time and Final Fantasy VII. The year is 2026, I'm playing the new Castlevania game and looking forward to Ocarina of Time and Final Fantasy VII.
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wut da heel
JUST IN: Elon Musk's Tesla $TSLA officially unveils new flying Roadster.
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with the arrival of claude agent-teams and updates to the desktop app, it seems a lot of people are reaching weekly-limits on their max plans early for medium to large scale projects, you'll get your biggest wins by optimizing context efficiency; 1) give sub agents small, task-specifc context packages, don't have them read all your markdown files per session/use 2) avoid passing raw outputs between agent teams; if a tester agent is communicating with a lead, don't feed through 2000 lines of logs, instead have the agent save raw logs to disk and summarize reporting 3) try to avoid having your lead handle large tasks, this is your product manager and you'll want a fairly competent model like opus 5.5 (sonnet is fine too) for decision making, let it escalate rather than spending tokens on reproducing issues 4) adjust subagent caching to suit your workflows, forcing a 1h cache on agents that only operate for 5 minutes at a time is going to cost you more, and the opposite if the reverse case is true 5) keep your sessions focused on specific milestones tasks, when complete, update a state file and clear the session, this is essential when having agents run for 8hour sessions 6) if you're experimenting with the newer advisor tool, be careful how and when its being evoked, it will often read the entire context when consulted and if set globally, your subagents can also call the advisor and you can see how the constant reads will stack up in usage costs.. make sure you have firm settings on how you want it to be utilized 7) make sure you are selecting your models in line with the kinds of tasks they are being delegated, haiku 5.5 is all you need for things like scripted tasks, routine execution or status tracking there's a whole lot more but this is at least some of the basics, what else are you guys doing to reduce usage costs while still getting the most out of your plans?
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is it over for ledger? 🤔
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i've been spending a fair bit of time working on a new game in unity; story/lore, art direction and tone, character concept sheets & models, environments, stage design, in-game physics, unique mechanics (and much more) - it's an absolute boatload of work, but having the right kind of tools around you and knowing how to utilize them helps turn the dream into a reality when working as a solo dev 🤝
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today I conjured up an atmospheric action/puzzle 2D platformer: Nevertale is a story about grief, regret, and the things people never quite manage to say - I was honestly impressed with the overall direction the models were able to take based off my GDD, it needs work for sure, but the environments and music do a lot of heavy lifting here three.js, sonnet 5.5, elevenlabs headphones on 🎧 play test it here: wavedash.com/games/nevertale
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